using UnityEngine;
using Unity.Entities;
public class UnitAuthoring : MonoBehaviour
{

    public class Baker : Baker<UnitAuthoring>
    {
        public override void Bake(UnitAuthoring authoring)
        {
            Entity entity = GetEntity(TransformUsageFlags.Dynamic);
            AddComponent(entity, new Unit
            {

            }) ;
        }
    }
}

public struct Unit : IComponentData,IEnableableComponent
{
  
}
